Nice so far. Make sure the early levels aren't too hard. It's best to make sure the difficulty gradually increase so we don't end up stuck at lv 3 then easily beat lv 8, 9, 10, etc.

Also do you know Phenomist in person? I noticed he joined

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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

Yep, I'm here. I'm a random guy at school who was recruited to draw maps. Since I think leafiness0 knows how to draw easy levels by himself, I provided relatively difficult maps

Once he announced that scrolling maps were possible, I sent him a really large map (probably around 120x160 tiles?) that would be Flash-game worthy. Too bad I misheard his 256x256 claim in tiles, instead of pixels.

Lol ok . Well good luck to both of you for the project. Do you program, by the way?

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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

Yeah, but I don't really have nearly as much dedication as leafiness does, so obviously my games are going to be worse. I created a tower climber game where the strategy is to... button-mash. I'll attach it into a topic later, I guess. Currently I'm working on a fun 2-player mode, but first I have to learn grayscale, lol.

Ah I see. Yeah it takes quite a bit of dedication to code large games, plus some people are less interested in programming than others, so that happens. I hope you enjoy your stay around here by the way.

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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots.

Spoiler For modified map:

« Last Edit: January 29, 2011, 03:12:37 am by z80man »

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List of stuff I need to do before September:1. Finish the Emulator of the Casio Prizm (in active development)2. Finish the the SH3 asm IDE/assembler/linker program (in active development)3. Create a partial Java virtual machine for the Prizm (not started)4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)5. Develop a large set of C and asm libraries for the Prizm (some progress)6. Create an emulator of the 83+ for the Prizm (not started)7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

WOAH! THose levels look awesome! I didn't thought they would be so large. I like large levels like that. I hope they can be put in the game without too much hassle. I wonder if the scrolling would be hard to implement...

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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

@leafiness what is the size in memory of a tile token. I'm not sure if it would fit in your code, but half a byte for each tile might work. That would really help cut the amount of memory needed because if you use a byte for tile size the madness level would take 2550 bytes. With half a byte it is only 650 bytes.

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List of stuff I need to do before September:1. Finish the Emulator of the Casio Prizm (in active development)2. Finish the the SH3 asm IDE/assembler/linker program (in active development)3. Create a partial Java virtual machine for the Prizm (not started)4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)5. Develop a large set of C and asm libraries for the Prizm (some progress)6. Create an emulator of the 83+ for the Prizm (not started)7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

I definitively think that half-bytes would be the best. It doesn't seem you use more than 16 tiles anyway. The only issue would probably be if you have smooth scrolling: it might be a bit slower if you redraw the entire map every frame.

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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

On a secret project I'm working on now. The map data is stored as half a byte. But when you load a map to play it is uncompressed to a byte allowing it to be updated faster. I do this also because in game play each tile has far more than 16 possibilities.

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List of stuff I need to do before September:1. Finish the Emulator of the Casio Prizm (in active development)2. Finish the the SH3 asm IDE/assembler/linker program (in active development)3. Create a partial Java virtual machine for the Prizm (not started)4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)5. Develop a large set of C and asm libraries for the Prizm (some progress)6. Create an emulator of the 83+ for the Prizm (not started)7. Create a well polished game that showcases the ability of the Casio Prizm (not started)